Before:
Total CPU Time: 53783.640625 s
Total time in Parallel executor: 558.66 seconds
After:
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
#jira
[CL 22173145 by bryan sefcik in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21064294 by bryan.sefcik
#jira
#preflight 62d5c2111062f2e63015e598
#ROBOMERGE-OWNER: bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21155249 via CL 21158121 via CL 21161259
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21182053 by bryan sefcik in ue5-main branch]
Fix originaly proposed through PR #8632. But the fix is not to exclude the class member to be tested but to properly intiate it.
#jira UE-135340
#rb Julien.StJean
#ROBOMERGE-AUTHOR: jerome.delattre
#ROBOMERGE-SOURCE: CL 18286341 in //UE5/Release-5.0/... via CL 18286368
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18286382 by jerome delattre in ue5-release-engine-test branch]
The outputs were computed incorrectly (due to data races in ParallelFor body) and inefficiently (looping over pixel columns). Luckily, outputs were not referenced by any subsequent code.
Saves ~0.3 seconds of processing time (~30%, ~1.0s sec -> ~0.7s) per screenshot test on AMD TR 3970X.
#rb Arciel.Rekman
#ROBOMERGE-AUTHOR: yuriy.odonnell
#ROBOMERGE-SOURCE: CL 18195320 in //UE5/Release-5.0/... via CL 18195381
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE[STARSHIP]: UE5-Main
[CL 18195392 by yuriy odonnell in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
* Isolate code for compressing in PNG and use this code for screenshot image compression
* Mark screenshot as not similar when error message is not empty when considering comparison result
#rnx
#jira UE-121446
#rb Julien.StJean, Chris.Contantinescu
#ROBOMERGE-SOURCE: CL 17138306 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17138314 by jerome delattre in ue5-release-engine-test branch]
- number of supplied parameters less or more than the number of specifiers used in format string
- invalid format string specifiers used
#rb Matt.Peters
#ROBOMERGE-SOURCE: CL 16315056 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)
[CL 16315068 by ionut matasaru in ue5-release-engine-test branch]
Minor change to FImageWrapperBase. GetRaw and GetCompressed now consume the array with the same name instead of having to do a copy of it.
I changed the api IImageWrapper::GetCompressed to return a TArray64<uint8> instead of returning a const TArray64<uint8>&.
Added the format RGBAF to the struct ERGBFormat. Changed the engine code using the EXR image wrapper to reflect that.
The EXR image wrapper now avoid doing an unessary copy of the compressed image when calling compress.
Improvement to the performence of the function UTextureFactory::ImportImage. We now use the magic bytes of the file for certains format to skip some tests.
Here is some performance metrics I captured on my desktop (6 core, 12 threads XEON)
Importing a folder of tiff files (22 files, 4.16 GB Total)
Before: 66.152738 seconds
After: 43.609245 seconds
#jira UEENT-3822
#rb Alexis.Matte
[CL 16128765 by Julien StJean in ue5-main branch]
- FConfigCacheIni::ForPlatform(PlatformName) is the way to get the in-memory (won't write to disk) ini system for a different platform. Can pass it GEngineIni, etc for the filename ( FConfigCacheIni::ForPlatform("IOS")->GetString(....., GEngineIni); )
- GEngineIni and some others (the "stadnard, runtime ini files") are no longer filenames, but identifiers that will work with other platform Ini systems
- Modified "GETINI" console command to allow for a <Platform>@ prefix, to get another platform's ini value (using new multi-platform config) (GetIni [Platform@]IniFile:Section.SubSection Key)
#rb rolando.caloca
#fyi chris.gagnon,Sebastian.Nordgren
[CL 14473359 by Josh Adams in ue5-main branch]
- Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo
- Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process
- Fixed the DataDrivePlatformInfo.ini files to match the previous items
- Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray())
- Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ]
- Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp]
- Fixed various Turnkey bugs that recent testing exposed
- Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it)
- Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info)
- Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations
- Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet.
#fyi jack.porter
#rb pete.sauerbrei
[CL 13816905 by Josh Adams in ue5-main branch]